Jing Li’s Updates

Update 3: A Quick Look at Game-based Learning

What is game-based learning? Game-based learning or in a more technical term, gamification refers to the use or adoption of game mechanics, techniques and game theory outside the context of traditional game activities or industry into education (Felszeghy et al., 2019).

Some popular game-based learning platforms include Kahoot, Gimkit, Quizlet and Prodigy etc (Prodiy, 2021), many of which are accessed by millions of active users monthly. Many of those platforms or systems claim to have combine enjoyment with the learning process to create a way for students to develop core problem solving and analytical skills, sometimes available at personalized pace.

Media embedded October 6, 2021

Video:  Best Game-Based Apps 2020

According to Wirtz (2021), not only does game-based learning help users retain valuable knowledge, it also encourage students at an impressive rate to learn more. 97% of teachers polled said that the gamified reading platform Whooo’s Reading motivated their students to read more…70% of teachers said they saw an increase in student engagement when using educational video games.

Gamification, if used effectively, can demonstrate some distinctive features of transformative pedagogy as Cope (2019) mentioned as below.

  • Architectonic - the game-based learning takes place beyond traditional brick and mortar school settings. It can happen life-long and life-wide, literally anywhere and anytime.
  • Discursive - with lap-top or tablet-based game learning systems, instructors can enable interaction in one-on-one or one-to-many formats. With some sophisticated learning systems where algorithm or learning analytics is incorporated, complex scaffolded scenarios can be set up easily to facilitate students in their learning journey.
  • Intersubjective - learner engagement is the key for game-based learning. In a Finland research at the college level, the overall participant satisfaction using Kahoot® was high, with students (124/160) indicating that gamification increased their motivation to learn. The gaming approach seemed to enable the students to overcome individual difficulties (139/160) and to (107/160) set up collaboration (Felszeghy et al., 2019).
  • Proprietary – learning process is no longer owned or directed by teachers who traditionally play paternal authority roles in conventional classrooms. It can be much easier in a game-based learning setting where students can collaborate in role-play and group activity to truly take a more active role in learning.

However, whether gamification in a tech era can achieve a much bigger social purpose as a way of transformative learning, is yet to see. One thing also notable is that so far there has not been a game-based learning platform or system popular enough globally, meaning barely achieving social-cultural impact across cultures. Over the past two years of Covid-19 which accelerates the development of virtual instruction around the globe, we have witnessed an epidemic-like acceptance of digital tools like Zoom, Microsoft Teams, or social media fad Tiktok. This has not proved the case so far with game-based learning. It might have a lot to do that learning itself has far more intricate and complex connectedness amongst its stakeholders in its ecology. It is somehow our educator’s humble wish, resonating aloud with what Cope (2017) has prompted us as educators to become active change agents of individual and social lives.

References

  • Cope, W. (2017). Analyzing Transformative Pedagogy Part 1-3 [Video]. https://cgscholar.com/community/community_profiles/epol-481-fa21/community_updates/143728
  • Felszeghy S., Seppanen, P.S., Koskela, A., Nieminen, P., Harkonen, K., Paldanius M.A. K.,…Mahonen, A. (2019). Using online game-based platforms to improve student performance and engagement in histology teaching. BMC Medical Education, 19:273. https://bmcmededuc.biomedcentral.com/articles/10.1186/s12909-019-1701-0
  • Ghoni, R. (2020, Nov 3). Best game-based apps 2020 [Video]. https://www.youtube.com/watch?v=EboEatO0KRU 
  • Prodigy. (2021). 25 best virtual learning platforms for students & educators of the digital era. https://www.prodigygame.com/in-en/blog/online-learning-platforms/
  • Wirtz, B. (2021). Why game-based learning: pros, cons and how it helps students retain basic knowledge. https://www.gamedesigning.org/learn/game-based-learning/